In a competition, your player will play every other player twice; once as Red, once as Blue.

Your competition is score is the sum of the points you have received for all the games you have
played. The final ranking is determined by the competition score. Is multiple players have the
same competition score, a ‘sub-competition score’ is determined based on only the results of
the matches between players with this same competition score. If the sub-competition score is
also the same, those players are tied.

Example

Consider the following end situation:

Red has three stones adjacent to the black hole. These stones have the values 4, 7 and 14, so R =
4 + 7 + 14 = 25.

The blue player has two stones, with values 2 and 11, adjacent to the black hole. Therefore B = 2
+ 11 = 13.

The final scores are:

Red:

75 + 25 - 13 = 87 points

Blue:

75 + 13 - 25 = 63 points

If your program exceed the time limit or makes an invalid move, it will receive zero points and
your opponent will finish the game against a player controlled by the jury. See the technical
rules for more information. Your opponent will receive a score based on the rule above.

Input/Output

A communication protocol has been designed for your program to communicate with the
judging software. You will read the moves of the other players from stdin (standard in). You must
print your own moves to stdout (standard out). You are free to write to stderr (standard error).

The following image shows how all the tiles have been labeled.

At the start of the game, both players receive 5 lines. Each line contains a position (for example:
"B4"), which indicates that this position must be a brown tile.

If your player is red, the following line will be "Start", and your program has to print his first
move. After this, your program has to keep reading the moves of the other player, and respond
with his own move, until it receives "Quit". If your player is blue, your program has to read the
move of the other player and respond with its own move until it receives "Quit". The "Quit"-
instruction will be sent when the game ends, or if you make an invalid move or run out of time.

A move should follow the format <position>=<number>. For example, the move "A3=6" places the number 6 on A3.